In the same vein is an upcoming game called Tiny Glade, which currently has a free demo available, and HN may be interested to know that it's written in Rust and makes use of Bevy: https://store.steampowered.com/app/2198150/Tiny_Glade/
I seem to remember that Tiny Glade specifically makes use of bevy_ecs, but not the rest of Bevy/not the Bevy graphics pipeline. Maybe someone closer to the project/with better memory can confirm this.
Edit:
> The gist of them is that they really enjoy Bevy's ECS, they wrote their own rendering solution due to Bevy's relative immaturity and their expertise, and that the migrations have been really smooth: about half-a-day for the whole game.
According to https://old.reddit.com/r/rust/comments/1d4pnj5/tiny_glade_ma... and below comments
[1] https://store.steampowered.com/app/1957760/Islands__Trains/
Nice game, I love the trick of making floating buildings.
So this is ... wonderful.. and I'm so so so grateful there are people that make these things. What a beautiful surprise to see on HN! Thank you so much for sharing this :)))) EDIT: my day tomorrow is entirely forecast to be spent indoors navigating these little worlds. EDIT2: I wonder if there's a way to get to floating castles? I seem to get dropped in the ocean below.
EDIT3: A rather big build I'm whiling away time on: j11y.io/stuff/Town.obj
But this is exactly as satisfying and surreal as I had thought it would be. You did a great job with this! If I had one note, it would be to start the player high above the map and let us fall into the town so we can kind of see the whole of it, as we fall. I simulated this in your demo map by running and holding jump as I ran up and across roofs which resulted in some wonky super-high jumps. Which I'm not saying are a bug! It just led me to being way up over the map and falling back down onto, which was really nice.
https://en.wikipedia.org/wiki/Level_of_detail_(computer_grap...
https://oskarstalberg.com/Townscaper/#IzhCuIQmN6b832-HkACCzF...